seedds
e98a11562a
shader_split.py reads GLSLC outputs of several stages: Baba Is You (01002CD00A51C000, no profile) keeps its shaders as 120 GLSLC outputs in RomFS/Assets.dat, each a pixel and a vertex shader compiled together, then a reflection section, and glslc_shaders took only outputs of one control section, so the NSP script's split found 0 shaders and the pack stopped one step later with "no iOS shader libraries". An output with more than one control section is now read by its section headers (glslc_section returns every GPU code section, glslc_program checks each stage and needs distinct stages); its stages are labelled #GLSLC@<offset>#var, so var_pairs pairs them with each other and separable_pairs leaves them out of the single-stage cover. The NSP script stops at the split when it finds no shader, with the reason, instead of at the iOS shader step. Checked: Baba Is You splits into 131 shaders (115 pixel, 16 vertex) and 115 pairs, and its pack built BabaIsYou.ipa from the provisional profile with 131 of 131 shaders ready (not run on an iPhone); the split's tables for 13 Sentinels, AI: THE SOMNIUM FILES, Raging Loop, Metroid Dread and Age of Calamity are byte-identical to their profiles', and no main on the game drive holds an output of several stages. docs/agents/04-graphics.md says so
2026-10-24 00:47:48 +08:00
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shader_split.py reads GLSLC outputs of several stages: Baba Is You (01002CD00A51C000, no profile) keeps its shaders as 120 GLSLC outputs in RomFS/Assets.dat, each a pixel and a vertex shader compiled together, then a reflection section, and glslc_shaders took only outputs of one control section, so the NSP script's split found 0 shaders and the pack stopped one step later with "no iOS shader libraries". An output with more than one control section is now read by its section headers (glslc_section returns every GPU code section, glslc_program checks each stage and needs distinct stages); its stages are labelled #GLSLC@<offset>#var, so var_pairs pairs them with each other and separable_pairs leaves them out of the single-stage cover. The NSP script stops at the split when it finds no shader, with the reason, instead of at the iOS shader step. Checked: Baba Is You splits into 131 shaders (115 pixel, 16 vertex) and 115 pairs, and its pack built BabaIsYou.ipa from the provisional profile with 131 of 131 shaders ready (not run on an iPhone); the split's tables for 13 Sentinels, AI: THE SOMNIUM FILES, Raging Loop, Metroid Dread and Age of Calamity are byte-identical to their profiles', and no main on the game drive holds an output of several stages. docs/agents/04-graphics.md says so
2026-10-24 00:47:48 +08:00